Mobile Design - PowerPoint PPT Presentation

1 / 35
About This Presentation
Title:

Mobile Design

Description:

Attributes (fonts, colours) UI architecture. Layers of Interaction: Overview ... Pen Gestures Graffiti. Pen Design Tips. Keep the interface simple ... – PowerPoint PPT presentation

Number of Views:74
Avg rating:3.0/5.0
Slides: 36
Provided by: steve555
Category:

less

Transcript and Presenter's Notes

Title: Mobile Design


1
  • Mobile Design

2
Key Goals of Mobile Usability
  • Functionality
  • Discoverability
  • Efficiency
  • Accessibility
  • Enjoyment

3
Principles of mobile Usability
  • Visibility of system status
  • Users own language
  • Users existing schemata
  • User control
  • Consistency
  • Error prevention
  • Recognition verses recall
  • Flexibility
  • Sensible error messages
  • Good documentation and help

4
Principles of Mobile Usability
  • Nomadic capabilities
  • Safety
  • Ergonomics
  • Self-recovery capabilities
  • Ease of integration
  • Simplicity
  • Predictability
  • Accessibility

5
Key Trends in Mobile Devices
  • Large colour screens
  • Powerful navigation solutions
  • Third-party software
  • (XHTML, Java, Symbian)
  • Transition from auditory to
  • visual interaction

6
User Profiles Overview
  • The user profile helps you understand the
  • users and what they do.
  • Level of knowledge and experience
  • Job and task characteristics
  • Psychological characteristics
  • Physical characteristics

7
User Profiles Knowledge and Experience
  • Product literacy
  • System experience
  • Application experience
  • Task experience
  • Other system use
  • Education
  • Reading level
  • Typing skill
  • Native language

8
User Profiles Jobs and Tasks
  • Mandatory or discretionary use
  • Frequency of use
  • Task importance
  • Task structure
  • Turnover rate
  • Primary training
  • Job category

9
User Profiles PsychologicalCharacteristics
  • Attitude and motivation
  • Cognitive style
  • Attention Threshold

10
User Profiles Physical Characteristics
  • Age
  • Gender
  • Handedness
  • Physical challenges

11
Presentation Models
  • Describes the static characteristics of a
  • user interface.
  • Layout
  • Organization
  • Theme and style
  • Attributes (fonts, colours)
  • UI architecture

12
Layers of Interaction Overview
  • Layers of interaction refer to the discrete
  • levels at which users interact with devices.
  • Physical layer
  • Logical layer
  • Cognitive layer

13
Layers of Interaction Physical Actions
  • Physical actions include
  • Viewing the screen
  • Reading text output
  • Pressing buttons
  • Handwriting input
  • Speech input
  • Listening for audio cues
  • Listening for speech output

14
Physical Action Guidelines
  • Use Select vs. Type
  • Use consistent button placement
  • Instil habits and leverage old ones
  • Provide feedback with each button press
  • Audible and visual
  • Provide Undo or Back support
  • Provide adequate margins for selector
  • Around buttons and menus
  • Name buttons clearly (Save vs. OK)

15
Layers of Interaction Physical Senses
  • Conduits with the physical layer of the
  • device are the five senses
  • Vision
  • Hearing
  • Touch
  • Smell
  • Taste

16
Layers of Interaction Physical Movement
  • Fitts law relates to movement time
  • Bigger is better,
  • especially for navigation
  • items.
  • Screen edges and
  • corners should be used.
  • Layers

17
Layers of Interaction Memory
  • Millers law relates to memory
  • Human short-term memory can accommodate about
    seven unrelated pieces of information, plus or
    minus two, at a time.

18
Memory Limitation Guidelines
  • Small screens require careful consideration of
  • information layout
  • Content should be continuous (no blank lines)
  • with - between content items
  • Place most important content at top of display
  • Integrate tasks across applications (future)
  • Always display system status
  • Use anticipatory design techniques
  • Example common actions with phone number

19
Layers of Interaction Physical Stress
  • Galvanic skin response (GSR)
  • As human stress increases, the electrical
  • resistance of the skin decreases due to an
  • increase in the activity of the sweat glands.

20
Handheld Button Guidelines
  • Provide an obvious Click feel when button is
  • pressed (tactile feedback)
  • Make button labels large and easy to read
  • Button icons should be clearly understood and
  • cross-cultural
  • Use a consistent button layout pattern
  • If Stylus is used, provide an indent target
    within
  • the button surface Layers

21
Layers of Interaction Human Speech
  • Human speech research
  • An average human can hear sound
  • frequencies in the range from
  • 20 hertz (Hz) to 20 kilohertz (kHz).
  • Cultural differences in reaction to
  • similar tones

22
Human Speech Guidelines
  • Keep tones in the 300Hz to 3kHz range
  • Common range fundamental to speech
  • Account for ambient noise and channel
  • distortion
  • Provide an alternative to speech to
  • accommodate accessibility goals

23
Layers of Interaction Physical Repetition
  • Repetitive strain injury (RSI)
  • Repetitive strain injury can occur any time a
  • user is required to repeat an action over and
  • over.

24
Minimizing RSI Guidelines
  • Provide softkeys closely associated with
  • softkey labels
  • Left softkey is Primary action, Right
  • softkey as Alternate action
  • Minimize text input, instead use selection
  • whenever possible
  • Minimize Triple Tap with UIs

25
Layers of Interaction Logical Layer
  • Logical aspects include
  • Navigation
  • Use of the software that operates the device
  • Operating system

26
Layers of Interaction Cognitive Layer
  • Cognitive aspects include
  • Menus
  • Navigation elements
  • Feedback
  • Images

27
Pen Interaction
  • Pointing device and input mechanism
  • Pen behaviours and gestures
  • Ease of use is primary focus

28
Pen Behaviour and Gestures
  • Pressing
  • Tapping
  • Double-tapping
  • Dragging

29
Pen Gestures Graffiti
30
Pen Design Tips
  • Keep the interface simple
  • Minimize character recognition
  • Minimal number of windows
  • Avoid secondary mouse button actions

31
Touch Input Types
  • Resistive Membrane
  • Requires pressure to activate
  • Some loss of display quality
  • Capacitive touch screen
  • Activated by close proximity
  • Does not work when wearing gloves

32
Touch Input - Uses
  • No new interaction strategy to teach users
  • Excellent for menu selection tasks
  • Avoid using where a high degree of accuracy is
  • required (example - graphics editing or cursor
  • positioning tasks)
  • Ideal for ATMs, Public Kiosks, Point of sale
  • terminals

33
Touch Screen Guidelines
  • Avoid Double click operations
  • Avoid tapping in the same location
  • successively
  • Avoid drag and drop operations
  • Avoid extensive editing tasks
  • Angle device at 30 - 45 degree angle
  • Keep button sizes 26mm square with at
  • least 10mm horizontal separation and
  • 5mm vertical separation

34
Touch Screen - Guidelines
  • Provide appropriate feedback
  • Tactile feedback
  • Auditory feedback (beep tone at 820hz) when a
  • valid area touched
  • Not all users find auditory feedback useful
  • Land-on vs. Lift-off activation
  • Lift off more accurate but slower
  • Land-on is less accurate but faster
  • Keep target areas and guard regions large

35
Remember
  • Understand the principles of mobile usability
  • UI models are essential for good mobile
  • design implementations
  • Validate actual usage assumptions
  • Test and document new design patterns
  • Embrace Standards! (J2ME, MIDP2, etc)
Write a Comment
User Comments (0)
About PowerShow.com